Super Metroid: Kill Time | ||
Release date: Jun 14, 2010 |
Author: Stacy |
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Genre: Unknown [?] Game: ![]() |
Difficulty: Unknown [?]
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Average runtime:
5:02 Average collection: 84% |
Read Me: [None] |
Forum Thread: [None] |
Rating:
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Description
Here is a full hack which changes the map layout for the whole game. Not much is documented due to Japanese origin.
Screenshots


Ratings and Reviews
Animals saved.
Quick Summary of the meaning of my SM hack ratings:
5 orbs: SM hacks within the 80% to 100% (90% ± 10%) range of perceived perfection; SM hacks for outstanding wholesome playing experiences and at most minor inconveniences.
4 orbs: SM hacks within the 60% to 80% (70% ± 10%) range of perceived perfection; Well done SM hacks with noticeable design problems.
3 orbs: SM hacks within the 40% to 60% (50% ± 10%) range of perceived perfection; Normal decent average SM hacks.
2 orbs: SM hacks within the 20% to 40% (30% ± 10%) range of perceived perfection; Overall messy, confusing, or punishing SM hacks with some upsides.
1 orb : SM hacks within the 00% to 20% (10% ± 10%) range of perceived perfection; Ruthlessly unplayable, broken, or barely from the original game changed SM hacks.
Judgement parameters summary:
° Creative ideas and features, polished design, how enjoyable and fun the hack can be, lack of hard to find or cryptic required game elements, the difficulty, and if the hack can be finished without major guides or tools.
° Note that the length of a SM hack will not necessarily contribute to my rating of the SM hack, since instead the averaged out experience over the whole hack will be taken into account to get a relative comparison between SM hacks.
° Besides this, lack of impactful changes from the original SM game also went into the evaluation of SM hacks (otherwise one may consider them among the 3 stars hacks) as follows: Ultimately, for my ratings I consider a situation in which an SM enthusiast that already has, knows about and is familiar with the original game and its prominent mechanics could only choose 1 new SM hack to play and thus would really want to make sure he/she will get a fresh and fantastic experience or journey out of his/her 1 choice.
The goal of all these SM hack ratings is so that rather new players have an overview of the whole spectrum of SM hacks and how to sort them in, in relation to each other, where SM hacks that are rated lower might still be enjoyable for more experienced players.
Finally, sometimes for SM hacks it can be relevant that they may be significantly more enjoyable from a player standpoint at which the player is well practiced and familiarized with Super Metroid's game mechanics in general, and that in particular some of the best SM hacks may not be the outright best first SM hack choices to play otherwise because of this, and for beginner SM hack players this typically steers the best first SM hack choices towards some of the SM hacks that I rated with 4 orbs instead of 5.
Rating for some hacks may be off by 1 Star, but arguably not more, and ratings are not attempted to be provided within the precision of ''half orbs''.
Quick Summary of the meaning of my SM hack ratings:
5 orbs: SM hacks within the 80% to 100% (90% ± 10%) range of perceived perfection; SM hacks for outstanding wholesome playing experiences and at most minor inconveniences.
4 orbs: SM hacks within the 60% to 80% (70% ± 10%) range of perceived perfection; Well done SM hacks with noticeable design problems.
3 orbs: SM hacks within the 40% to 60% (50% ± 10%) range of perceived perfection; Normal decent average SM hacks.
2 orbs: SM hacks within the 20% to 40% (30% ± 10%) range of perceived perfection; Overall messy, confusing, or punishing SM hacks with some upsides.
1 orb : SM hacks within the 00% to 20% (10% ± 10%) range of perceived perfection; Ruthlessly unplayable, broken, or barely from the original game changed SM hacks.
Judgement parameters summary:
° Creative ideas and features, polished design, how enjoyable and fun the hack can be, lack of hard to find or cryptic required game elements, the difficulty, and if the hack can be finished without major guides or tools.
° Note that the length of a SM hack will not necessarily contribute to my rating of the SM hack, since instead the averaged out experience over the whole hack will be taken into account to get a relative comparison between SM hacks.
° Besides this, lack of impactful changes from the original SM game also went into the evaluation of SM hacks (otherwise one may consider them among the 3 stars hacks) as follows: Ultimately, for my ratings I consider a situation in which an SM enthusiast that already has, knows about and is familiar with the original game and its prominent mechanics could only choose 1 new SM hack to play and thus would really want to make sure he/she will get a fresh and fantastic experience or journey out of his/her 1 choice.
The goal of all these SM hack ratings is so that rather new players have an overview of the whole spectrum of SM hacks and how to sort them in, in relation to each other, where SM hacks that are rated lower might still be enjoyable for more experienced players.
Finally, sometimes for SM hacks it can be relevant that they may be significantly more enjoyable from a player standpoint at which the player is well practiced and familiarized with Super Metroid's game mechanics in general, and that in particular some of the best SM hacks may not be the outright best first SM hack choices to play otherwise because of this, and for beginner SM hack players this typically steers the best first SM hack choices towards some of the SM hacks that I rated with 4 orbs instead of 5.
Rating for some hacks may be off by 1 Star, but arguably not more, and ratings are not attempted to be provided within the precision of ''half orbs''.
This hack feels a bit like a 3/4 hack. The author took inspiration from the original layout.
The area layouts are roughly the same as the original but not quite. Most rooms feel completely different but you can often tell that those were modified original ones.
There are some interesting puzzles in this hack but some are quite annoying due to the use of invisible things that push you away.
Also, the room pre-Draygon may break the sound upon entry. If that happens, the game will freeze when trying to leave the room. Similar thing happened in "Super Metroid: Full Run". To prevent that I shot the beam while entering the room which broke the sound somewhat but it didn't freeze. I don't know the cause.
It's not a bad hack but there are some annoying parts especially later in Norfair and Maridia.
Worth a playthrough if you're bored.
The area layouts are roughly the same as the original but not quite. Most rooms feel completely different but you can often tell that those were modified original ones.
There are some interesting puzzles in this hack but some are quite annoying due to the use of invisible things that push you away.
Also, the room pre-Draygon may break the sound upon entry. If that happens, the game will freeze when trying to leave the room. Similar thing happened in "Super Metroid: Full Run". To prevent that I shot the beam while entering the room which broke the sound somewhat but it didn't freeze. I don't know the cause.
It's not a bad hack but there are some annoying parts especially later in Norfair and Maridia.
Worth a playthrough if you're bored.
One word describes this hack: MUCK!. It seems that is unfinished, it has several annoying graphic glitches, the exploration is boring, tedious & insipid... so, why does it have three orbs?, it doesn't deserve them!, one orb is too many for this shit
There were some things I liked in this hack, like the challenging obstacles (save for one, which I'll go over in a bit), and some of the routing. Also, even though this feels like a half hack, the rooms are all pretty much different in layout and structure, so the only recognizable thing about vanilla is the general world layout.
The things I didn't like are few, but really really annoying (spoilers ahead). First, some of the item placements, like Hi-Jump Boots; there's no indication where they were, and for the longest time, I thought the room where Below Spazer room should be had nothing more than what is shown on the surface level. Turns out, you CAN go up by bombing a tile at the top middle part of the ceiling, leading to Hi-Jump, which are hard-required for exploring through Lower Norfair, which is required for getting Gravity Suit, which is required for Maridia.
As bad as that is, however, absolutely nothing is as bad as Plasma Beam's placement. For starters, this hack has a ton of conveyer tiles, which push Samus in whatever direction they do, and this even happens when in the air, as even the air can be made up of this stuff. It adds less of a challenge, and more to frustration. Which brings me to Plasma Beam...
First off, to even get to the obstacle leading to it, there are a couple of hidden Grapple crumble blocks one must break to the right of the Dachora in the room where Crab Tunnel would normally be. This leads to a middle path between the upper and lower paths through the Sand Halls. Then you'll come to a secret in Pants Room, and this is where the game eats dog shit. It's a winding path upward with a sandfall in which you cannot Space Jump, must Grapple onto Grapple blocks, and avoid spikes on the way up. But that's not where the bullshit ends; alongside the sandfall, all air tiles are made up of conveyers, which will shove you back down, disrupting your climb attempts. Not bad enough? Well any ground that isn't spikes are crumble blocks (save for the very bottom), maximizing the amount of frustration given to the player during the climb. Then when you reach the top, there is a hidden morph tunnel into which you must Grapple clip, which leads to the other side of Pants Room. Shaktool Room is annoying, as you're greeted with a Tourian Hopper that hits significantly hard, and the path Shaktool carves out for you has spikes lining the ceiling and the floor. At the end of all of that shit is the room containing Plasma. Easily the most not-worth-the-effort Plasma I've ever seen, bar none.
I was so tempted to give this a 2/5, but some of the routing issues were kind of on me. And Plasma is not needed for beating the game, so that bullshit slog fest is entirely optional. The escape is tricky, if you forget that there's a Super Missile Block in Landing Site above the ship you need to break, so don't ignore the Cacatac in Parlor to get at least 1 Super drop. Overall, what I liked, I liked enough. What I hated were mostly optional, so I think it all balances out to a 3/5.
The things I didn't like are few, but really really annoying (spoilers ahead). First, some of the item placements, like Hi-Jump Boots; there's no indication where they were, and for the longest time, I thought the room where Below Spazer room should be had nothing more than what is shown on the surface level. Turns out, you CAN go up by bombing a tile at the top middle part of the ceiling, leading to Hi-Jump, which are hard-required for exploring through Lower Norfair, which is required for getting Gravity Suit, which is required for Maridia.
As bad as that is, however, absolutely nothing is as bad as Plasma Beam's placement. For starters, this hack has a ton of conveyer tiles, which push Samus in whatever direction they do, and this even happens when in the air, as even the air can be made up of this stuff. It adds less of a challenge, and more to frustration. Which brings me to Plasma Beam...
First off, to even get to the obstacle leading to it, there are a couple of hidden Grapple crumble blocks one must break to the right of the Dachora in the room where Crab Tunnel would normally be. This leads to a middle path between the upper and lower paths through the Sand Halls. Then you'll come to a secret in Pants Room, and this is where the game eats dog shit. It's a winding path upward with a sandfall in which you cannot Space Jump, must Grapple onto Grapple blocks, and avoid spikes on the way up. But that's not where the bullshit ends; alongside the sandfall, all air tiles are made up of conveyers, which will shove you back down, disrupting your climb attempts. Not bad enough? Well any ground that isn't spikes are crumble blocks (save for the very bottom), maximizing the amount of frustration given to the player during the climb. Then when you reach the top, there is a hidden morph tunnel into which you must Grapple clip, which leads to the other side of Pants Room. Shaktool Room is annoying, as you're greeted with a Tourian Hopper that hits significantly hard, and the path Shaktool carves out for you has spikes lining the ceiling and the floor. At the end of all of that shit is the room containing Plasma. Easily the most not-worth-the-effort Plasma I've ever seen, bar none.
I was so tempted to give this a 2/5, but some of the routing issues were kind of on me. And Plasma is not needed for beating the game, so that bullshit slog fest is entirely optional. The escape is tricky, if you forget that there's a Super Missile Block in Landing Site above the ship you need to break, so don't ignore the Cacatac in Parlor to get at least 1 Super drop. Overall, what I liked, I liked enough. What I hated were mostly optional, so I think it all balances out to a 3/5.
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